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Diffstat (limited to 'src/bin/elementary/test_glview_simple.c')
-rw-r--r--src/bin/elementary/test_glview_simple.c290
1 files changed, 290 insertions, 0 deletions
diff --git a/src/bin/elementary/test_glview_simple.c b/src/bin/elementary/test_glview_simple.c
new file mode 100644
index 0000000000..dcc418316b
--- /dev/null
+++ b/src/bin/elementary/test_glview_simple.c
@@ -0,0 +1,290 @@
+#ifdef HAVE_CONFIG_H
+# include "elementary_config.h"
+#endif
+#include <Elementary.h>
+
+typedef struct _GL_Data GL_Data;
+
+// GL related data here..
+struct _GL_Data
+{
+ Evas_GL_API *glapi;
+ GLuint program;
+ GLuint vtx_shader;
+ GLuint fgmt_shader;
+ GLuint vbo;
+};
+
+static float red = 1.0;
+
+static void
+_win_free_cb(void *data, Evas *e EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
+{
+ free(data);
+}
+
+static GLuint
+load_shader(GL_Data *gld, GLenum type, const char *shader_src)
+{
+ Evas_GL_API *gl = gld->glapi;
+ GLuint shader;
+ GLint compiled;
+
+ // Create the shader object
+ shader = gl->glCreateShader(type);
+ if (shader==0)
+ return 0;
+
+ // Load/Compile shader source
+ gl->glShaderSource(shader, 1, &shader_src, NULL);
+ gl->glCompileShader(shader);
+ gl->glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
+
+ if (!compiled)
+ {
+ GLint info_len = 0;
+ gl->glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_len);
+ if (info_len > 1)
+ {
+ char* info_log = malloc(sizeof(char) * info_len);
+
+ gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
+ printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
+ free(info_log);
+ }
+ gl->glDeleteShader(shader);
+ return 0;
+ }
+
+ return shader;
+}
+
+// Initialize the shader and program object
+static int
+init_shaders(GL_Data *gld)
+{
+ Evas_GL_API *gl = gld->glapi;
+ GLbyte vShaderStr[] =
+ "attribute vec4 vPosition;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vPosition;\n"
+ "}\n";
+
+ GLbyte fShaderStr[] =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
+ "}\n";
+
+ GLint linked;
+
+ // Load the vertex/fragment shaders
+ gld->vtx_shader = load_shader(gld, GL_VERTEX_SHADER, (const char*)vShaderStr);
+ gld->fgmt_shader = load_shader(gld, GL_FRAGMENT_SHADER, (const char*)fShaderStr);
+
+ // Create the program object
+ gld->program = gl->glCreateProgram( );
+ if (gld->program==0)
+ return 0;
+
+ gl->glAttachShader(gld->program, gld->vtx_shader);
+ gl->glAttachShader(gld->program, gld->fgmt_shader);
+
+ gl->glBindAttribLocation(gld->program, 0, "vPosition");
+ gl->glLinkProgram(gld->program);
+ gl->glGetProgramiv(gld->program, GL_LINK_STATUS, &linked);
+
+ if (!linked)
+ {
+ GLint info_len = 0;
+ gl->glGetProgramiv(gld->program, GL_INFO_LOG_LENGTH, &info_len);
+ if (info_len > 1)
+ {
+ char* info_log = malloc(sizeof(char) * info_len);
+
+ gl->glGetProgramInfoLog(gld->program, info_len, NULL, info_log);
+ printf("Error linking program:\n%s\n", info_log);
+ free(info_log);
+ }
+ gl->glDeleteProgram(gld->program);
+ return 0;
+ }
+ return 1;
+}
+
+// Callbacks
+static void
+_init_gl(Evas_Object *obj)
+{
+ GL_Data *gld = evas_object_data_get(obj, "gld");
+ Evas_GL_API *gl = gld->glapi;
+ GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f,
+ -0.5f, -0.5f, 0.0f,
+ 0.5f, -0.5f, 0.0f };
+
+ if (!init_shaders(gld))
+ {
+ printf("Error Initializing Shaders\n");
+ return;
+ }
+
+ gl->glGenBuffers(1, &gld->vbo);
+ gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
+ gl->glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
+ gl->glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
+ 0, 0);
+ gl->glEnableVertexAttribArray(0);
+}
+
+static void
+_del_gl(Evas_Object *obj)
+{
+ GL_Data *gld = evas_object_data_get(obj, "gld");
+ if (!gld)
+ {
+ printf("Unable to get GL_Data. \n");
+ return;
+ }
+ Evas_GL_API *gl = gld->glapi;
+
+ gl->glDeleteShader(gld->vtx_shader);
+ gl->glDeleteShader(gld->fgmt_shader);
+ gl->glDeleteProgram(gld->program);
+ gl->glDeleteBuffers(1, &gld->vbo);
+
+ evas_object_data_del(obj, "gld");
+}
+
+static void
+_resize_gl(Evas_Object *obj)
+{
+ int w, h;
+ GL_Data *gld = evas_object_data_get(obj, "gld");
+ Evas_GL_API *gl = gld->glapi;
+
+ elm_glview_size_get(obj, &w, &h);
+
+ // GL Viewport stuff. you can avoid doing this if viewport is all the
+ // same as last frame if you want
+ gl->glViewport(0, 0, w, h);
+}
+
+static void
+_draw_gl(Evas_Object *obj)
+{
+ Evas_GL_API *gl = elm_glview_gl_api_get(obj);
+ GL_Data *gld = evas_object_data_get(obj, "gld");
+ if (!gld) return;
+ int w, h;
+
+ elm_glview_size_get(obj, &w, &h);
+
+ gl->glViewport(0, 0, w, h);
+ gl->glClearColor(red, 0.8, 0.3, 1);
+ gl->glClear(GL_COLOR_BUFFER_BIT);
+
+ // Draw a Triangle
+ gl->glEnable(GL_BLEND);
+
+ gl->glUseProgram(gld->program);
+
+ gl->glBindBuffer(GL_ARRAY_BUFFER, gld->vbo);
+
+ gl->glDrawArrays(GL_TRIANGLES, 0, 3);
+
+ // Optional - Flush the GL pipeline
+ gl->glFinish();
+
+ red -= 0.1;
+ if (red < 0.0) red = 1.0;
+}
+
+static Eina_Bool
+_anim(void *data)
+{
+ elm_glview_changed_set(data);
+ return ECORE_CALLBACK_RENEW;
+}
+
+static void
+_close_cb(void *data, Evas_Object *obj EINA_UNUSED,
+ void *event_info EINA_UNUSED)
+{
+ evas_object_del(data);
+}
+
+static void
+_gl_del_cb(void *data, Evas *evas EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
+{
+ ecore_animator_del(data);
+}
+
+void
+test_glview_simple(void *data EINA_UNUSED, Evas_Object *obj EINA_UNUSED, void *event_info EINA_UNUSED)
+{
+ Evas_Object *win, *bx, *bt, *gl, *lb;
+ Ecore_Animator *ani;
+ GL_Data *gld = NULL;
+
+ if (!(gld = calloc(1, sizeof(GL_Data)))) return;
+
+ win = elm_win_util_standard_add("glview-simple", "GLView Simple");
+ elm_win_autodel_set(win, EINA_TRUE);
+ evas_object_event_callback_add(win, EVAS_CALLBACK_FREE, _win_free_cb, gld);
+
+ bx = elm_box_add(win);
+ evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
+ elm_win_resize_object_add(win, bx);
+ evas_object_show(bx);
+
+ gl = elm_glview_add(win);
+ if (gl)
+ {
+ evas_object_size_hint_align_set(gl, EVAS_HINT_FILL, EVAS_HINT_FILL);
+ evas_object_size_hint_weight_set(gl, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
+ elm_glview_mode_set(gl, ELM_GLVIEW_ALPHA | ELM_GLVIEW_DEPTH);
+ elm_glview_resize_policy_set(gl, ELM_GLVIEW_RESIZE_POLICY_RECREATE);
+ elm_glview_render_policy_set(gl, ELM_GLVIEW_RENDER_POLICY_ON_DEMAND);
+ elm_glview_init_func_set(gl, _init_gl);
+ elm_glview_del_func_set(gl, _del_gl);
+ elm_glview_resize_func_set(gl, _resize_gl);
+ elm_glview_render_func_set(gl, _draw_gl);
+ elm_box_pack_end(bx, gl);
+ evas_object_show(gl);
+
+ elm_object_focus_set(gl, EINA_TRUE);
+
+ ani = ecore_animator_add(_anim, gl);
+ gld->glapi = elm_glview_gl_api_get(gl);
+ evas_object_data_set(gl, "gld", gld);
+ evas_object_event_callback_add(gl, EVAS_CALLBACK_DEL, _gl_del_cb, ani);
+ }
+ else
+ {
+ lb = elm_label_add(bx);
+ elm_object_text_set(lb, "<align=left> GL backend engine is not supported.<br/>"
+ " 1. Check your back-end engine or<br/>"
+ " 2. Run elementary_test with engine option or<br/>"
+ " ex) $ <b>ELM_ENGINE=gl</b> elementary_test<br/>"
+ " 3. Change your back-end engine from elementary_config.<br/></align>");
+ evas_object_size_hint_weight_set(lb, 0.0, 0.0);
+ evas_object_size_hint_align_set(lb, EVAS_HINT_FILL, EVAS_HINT_FILL);
+ elm_box_pack_end(bx, lb);
+ evas_object_show(lb);
+ }
+
+ bt = elm_button_add(win);
+ elm_object_text_set(bt, "Close");
+ evas_object_size_hint_weight_set(bt, EVAS_HINT_EXPAND, 0.0);
+ evas_object_size_hint_align_set(bt, EVAS_HINT_FILL, EVAS_HINT_FILL);
+ elm_box_pack_end(bx, bt);
+ evas_object_show(bt);
+ evas_object_smart_callback_add(bt, "clicked", _close_cb, win);
+
+ evas_object_resize(win, 320, 480);
+ evas_object_show(win);
+}